1 | /**************************************************************************/ |
2 | /* audio_effect_chorus.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef AUDIO_EFFECT_CHORUS_H |
32 | #define AUDIO_EFFECT_CHORUS_H |
33 | |
34 | #include "servers/audio/audio_effect.h" |
35 | |
36 | class AudioEffectChorus; |
37 | |
38 | class AudioEffectChorusInstance : public AudioEffectInstance { |
39 | GDCLASS(AudioEffectChorusInstance, AudioEffectInstance); |
40 | friend class AudioEffectChorus; |
41 | Ref<AudioEffectChorus> base; |
42 | |
43 | Vector<AudioFrame> audio_buffer; |
44 | unsigned int buffer_pos; |
45 | unsigned int buffer_mask; |
46 | |
47 | AudioFrame filter_h[4]; |
48 | uint64_t cycles[4]; |
49 | |
50 | void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count); |
51 | |
52 | public: |
53 | virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override; |
54 | }; |
55 | |
56 | class AudioEffectChorus : public AudioEffect { |
57 | GDCLASS(AudioEffectChorus, AudioEffect); |
58 | |
59 | friend class AudioEffectChorusInstance; |
60 | |
61 | public: |
62 | enum { |
63 | MAX_DELAY_MS = 50, |
64 | MAX_DEPTH_MS = 20, |
65 | MAX_WIDTH_MS = 50, |
66 | MAX_VOICES = 4, |
67 | CYCLES_FRAC = 16, |
68 | CYCLES_MASK = (1 << CYCLES_FRAC) - 1, |
69 | MAX_CHANNELS = 4, |
70 | MS_CUTOFF_MAX = 16000 |
71 | }; |
72 | |
73 | private: |
74 | struct Voice { |
75 | float delay; |
76 | float rate; |
77 | float depth; |
78 | float level; |
79 | float cutoff; |
80 | float pan; |
81 | |
82 | Voice() { |
83 | delay = 12.0; |
84 | rate = 1; |
85 | depth = 0; |
86 | level = 0; |
87 | cutoff = MS_CUTOFF_MAX; |
88 | pan = 0; |
89 | } |
90 | |
91 | } voice[MAX_VOICES]; |
92 | |
93 | int voice_count; |
94 | |
95 | float wet; |
96 | float dry; |
97 | |
98 | protected: |
99 | void _validate_property(PropertyInfo &p_property) const; |
100 | |
101 | static void _bind_methods(); |
102 | |
103 | public: |
104 | void set_voice_count(int p_voices); |
105 | int get_voice_count() const; |
106 | |
107 | void set_voice_delay_ms(int p_voice, float p_delay_ms); |
108 | float get_voice_delay_ms(int p_voice) const; |
109 | |
110 | void set_voice_rate_hz(int p_voice, float p_rate_hz); |
111 | float get_voice_rate_hz(int p_voice) const; |
112 | |
113 | void set_voice_depth_ms(int p_voice, float p_depth_ms); |
114 | float get_voice_depth_ms(int p_voice) const; |
115 | |
116 | void set_voice_level_db(int p_voice, float p_level_db); |
117 | float get_voice_level_db(int p_voice) const; |
118 | |
119 | void set_voice_cutoff_hz(int p_voice, float p_cutoff_hz); |
120 | float get_voice_cutoff_hz(int p_voice) const; |
121 | |
122 | void set_voice_pan(int p_voice, float p_pan); |
123 | float get_voice_pan(int p_voice) const; |
124 | |
125 | void set_wet(float amount); |
126 | float get_wet() const; |
127 | |
128 | void set_dry(float amount); |
129 | float get_dry() const; |
130 | |
131 | Ref<AudioEffectInstance> instantiate() override; |
132 | |
133 | AudioEffectChorus(); |
134 | }; |
135 | |
136 | #endif // AUDIO_EFFECT_CHORUS_H |
137 | |